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From Pathfinder #170: Spoken on the Song Wind, which isn't enabled.

Damibwa

CREATURE 4

Damibwas are domesticated hounds capable of detecting prey or predators via echolocation thanks to their exceptionally large ears and keen hearing. Adept swimmers, damibwas have sleek bodies, short limbs, webbed feet, and long muscular tails that enable them to maneuver underwater with grace and speed.

Trained as specialized hunting hounds, damibwas primarily catch fish, although they're also adept at diving for lobsters, crabs, and clams. While hunting, damibwas wait near the water's edge, typically on a boat or along the shore, listening for choice prey. When they detect prey in range, they dive down below the water, catch the animal in their jaws, and drag it back up to the surface. When large or dangerous aquatic predators approach, damibwas retreat to land and howl a warning, making them desirable guard dogs in coastal or riverside communities. Damibwas rarely attack terrestrial creatures unless they're threatened and unable to make an escape.

Damibwas are popular pets along rivers, lakes, and swamps throughout Golarion, particularly in the River Kingdoms, Wanshou, and the canals of Nantambu in the Mwangi Expanse. Some Erutaki in Avistan's far north hunt seals alongside a particular hardy breed covered in thick fur and a layer of blubber. They are only universally called damibwas in the Mwangi Expanse, and are often called "diving dogs" in other regions.


Perception +12; echolocation 60 feet, low-light vision
Skills Acrobatics +10, Athletics +12, Stealth +10, Survival +10
Str +4, Dex +4, Con +3, Int -4, Wis +2, Cha +0

AC 21; Fort +11, Ref +14, Will +8
HP 62
Deep Breath

A damibwa can hold its breath for 5 minutes.

Echolocation 60 feet

A damibwa's hearing is a precise sense at the listed range.


Speed 30 feet, swim 30 feet
Melee Jaws +14 (unarmed), Damage 2d8+4 piercing plus Grab
Fetch (attack, move)
Requirements The damibwa has a Small or smaller creature grabbed in water

Effect The damibwa attempts an Athletics check against the creature's Fortitude DC.

Critical Success The damibwa moves up to its swim Speed, dragging the Grabbed creature along with it.

Success The damibwa moves up to half its swim Speed, dragging the grabbed creature along with it.

Failure The damibwa doesn't move and the creature isn't dragged.

Critical Failure The damibwa no longer has the creature grabbed.

Predatory Dive (move)
Requirements The damibwa is in or adjacent to water

Effect The damibwa moves up to double its swim Speed, descending at least 10 feet, and then makes a jaws Strike. If it was Undetected at the start of predatory dive, it remains undetected until after the attack.
Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #170: Spoken on the Song WindOGL